Z value of all the quads

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hermit purple
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Z value of all the quads

Postby hermit purple » Tue Feb 09, 2010 20:34

When I'm implementing my own renderer module, it seems that all the quad's Z value are 0.

I did some tracing, setTranslation() and appendGeometry() always pass me something with Z equal to 0. It seems that the function that pass me the vertex/vector are hard-coding the Z value to 0, they are from Window::updateGeometryRenderSettings() and Imageset::draw() respectively.

Am I suppose to u use what I get from these functions or there is another way to figure out layering?

I'm using 0.7.0.

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CrazyEddie
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Re: Z value of all the quads

Postby CrazyEddie » Wed Feb 10, 2010 09:53

Hi,

There is no concept of a 'z' coordinate within the middle and upper layers of the API (it's 2D), the use of z in earlier versions was a definite mistake and was totally buggy anyway. The geometry that comes from within the system is always given in the correct order for back to front rendering; this is true for the actual geometry sent to geometry buffer objects as well as the order that geometry buffers are put into the rendering queue's.

CE.


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